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		[page:Texture] &rarr;

		<h1>帧缓冲纹理([name])</h1>

		<p class="desc">
			这个类只能与 [page:WebGLRenderer.copyFramebufferToTexture]() 结合使用。
		</p>

		<code>
		const pixelRatio = window.devicePixelRatio;
		const textureSize = 128 * pixelRatio;

		// instantiate a framebuffer texture
		const frameTexture = new FramebufferTexture( textureSize, textureSize );

		// calculate start position for copying part of the frame data
		const vector = new Vector2();
		vector.x = ( window.innerWidth * pixelRatio / 2 ) - ( textureSize / 2 );
		vector.y = ( window.innerHeight * pixelRatio / 2 ) - ( textureSize / 2 );

		// render the scene
		renderer.clear();
		renderer.render( scene, camera );

		// copy part of the rendered frame into the framebuffer texture
		renderer.copyFramebufferToTexture( vector, frameTexture );
		</code>

		<h2>例子</h2>

		<p>[example:webgl_framebuffer_texture]</p>

		<h2>构造函数</h2>
		<h3>[name]( [param:Number width], [param:Number height] )</h3>
		<p>
		[page:Number width] -- 纹理的宽度<br />

		[page:Number height] -- 纹理的高度<br /><br />

		</p>


		<h2>属性</h2>

		<p>共有属性请参见其基类 [page:Texture Texture] </p>

		<h3>[property:Boolean generateMipmaps]</h3>
		<p>是否为 [name] 生成 mipmaps ，默认为`false`</p>

		<h3>[property:Boolean isFramebufferTexture]</h3>
		<p>只读，检查给定对象是否为 [name] 类型</p>

		<h3>[property:number magFilter]</h3>
		<p>
			纹理元素覆盖多个像素时如何对纹理进行采样。默认值为 [page:Textures THREE.NearestFilter] ，它使用最接近的纹理元素。
			<br /><br />

			更多细节详见 [page:Textures texture constants]
		</p>

		<h3>[property:number minFilter]</h3>
		<p>
			纹理元素覆盖少于一个像素时如何对纹理进行采样。默认值为 [page:Textures THREE.NearestFilter] ，它使用最近的纹理元素。
			<br /><br />

			更多细节详见 [page:Textures texture constants]
		</p>

		<h3>[property:Boolean needsUpdate]</h3>

		<p>默认为 `true` ，这是加载 canvas 数据所必需的</p>

		<h2>方法</h2>

		<p>共有方法请参见其基类 [page:Texture Texture] </p>


		<h2>源代码</h2>

		<p>
			[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
		</p>
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